(Wooden only) | Fill your Puppet with explosives, and metal shrapnel (adding to its carrying weight). Your Puppet may activate it's explosive charge as a **bonus action**. Shrapnel flies twice as far as the Puppet explosion blast radius. (Dexterity Saving Throw for half damage.) (Puppet is Destroyed.)
(This Puppet counts as a siege weapon.) |
| **Banner Bearer** (3 uses / day) | One of your puppets is now holding a Banner. As a **bonus action**, your Puppet can inspire a nearby ally. The next roll the Ally has to make is increased by a 1d4. (requires 5lb of Wood & Cloth combined)|
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##### Explosion Effects
| Material | (Explosion) Nonmagical
Force Damage | (Shrapnel) Piercing Damage | (Feet) Blast Radius |
|:---:|:----:|:---: |:---:|
| (1LB+ of Either) | 2d6 | 1d4 | 5 |
| (5LB+ of Either) | 4d6 | 2d4 | 10 |
| (10LB+ of Either) | 8d6 | 4d4 | 20 |
| (25LB of Either) | 12D6 | 8d4 | 30 |
##### Artificer Infusion Puppets
* Artificers may use Infusion on any Puppet Created by you.
* A Puppet may only have 1 Infusion applied to the body and 1 Infusion applied to a built-in weapon.
* A Artificer may apply any weapon Infusion to any Built-in weapon the Puppet has.
* A Artificer may apply any armor or clothing Infusion directly to your Puppet's body.
#####
\pagebreakNum
## Crafting a Puppet
### Crafting Tools
When crafting Puppets, or Modifying Puppets, your Dm may have you make *Tool Skill Checks*. A failed skill check may set you back some time or waste some of the material used. (Or any other effect the Dm chooses.)
* You may craft Any parts required for a Puppet, as long as you have the appropriate tool proficiency to work with the desired materials.
* Crafting a Puppet requires 144 hours (6 days) of labor, also the Materials and the tool proficiency to work those materials.
* Modifying a Puppet with a (Magic) Special Modification requires 96 hours (4 days) of labor, and the appropriate materials.
* The crafting time is Halved if you have expertise with the tools you're working with.
* When you are crafting a Puppet which requires Metal work done. You may have to craft it near a forge. Metal Puppet maintenance doesn't require a forge however.
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### Repairing a Puppet
* If a Puppet is 0 HP it is considered "Broken". Broken puppets require materials and the tools used the craft the Puppet to repair it.
* Tinker's tools may be used on your Puppet during any Short/Long rest to repair any damages.
* Repairing a Broken Puppet takes 3 hours, which can also be done during a long rest and you'll still receive the benefit's of the long rest.
##### Puppet Death!
If your Puppet is reduced to 0 HP, it breaks. A broken Puppet loses 10% of it's material and loses 1 size quality (for instance: 'Resilient' to 'Fragile') until fixed. If an attack does double the Max HP of your Puppet in damage it is destroyed instantly. A destroyed Puppet cannot be "fixed", it must be completely rebuilt.
##### Puppet Weapons and Armor
* Puppets can wear armor. If a Puppet doesn't wear armor the material they are made of counts as natural armor.
* Puppets can wield weapons. If a Puppet doesn't wield a weapon it may use unarmed attacks. ( If the Puppeteer has proficiency with the weapon the Puppet is wielding you may add all normal modifiers to the attack roll and damage. Puppets are proficient with unarmed attacks.)
* Puppets can be designed with improvised hidden weapons built in. These weapons you may add your proficiency modifier to the attack roll and damage, only if you were the one who crafted the Puppet.
##### Puppet Weight Limit's
Different materials, weigh differently. Be sure to watch your Puppets weight limit during creation. Don't forget to include hidden built-in weapons into the design, they count against the puppet's carried weight. Objects that are picked up apply to your Puppet's carried weight limit. Created Puppets cannot carry more then their own weight. 100lb Puppet can carry 100lbs additional weight. Your Puppet's weapon/armor factors into your Puppet's carried weight as well. (Puppets cannot float when they're at Maxed carrying weight.)
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> ##### Puppet Creation (DM Discretion!)
> Based on your specific design Idea your Puppet's HP and AC will be vastly different when compared the example below.
___
> ## Mr Torch (Wooden Puppet)
>*(Size) Small, Resilient, Soldier Toy, Lawfull Good *
> ___
> - **Armor Class** 15
> - **Hit Points** 10 (3d6) (Reinforced object stats)
> - **Speed** 25ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Str (CHA)|Dex (CHA)|Con (CHA)|Int (PC)|Wis (PC)|Cha (CHA)|
>___
> - **Saving Throws** Charisma modifier All saving throws
> - **Skills** Same as (PC), may require your senses linked
> - **Damage Vulnerabilities** Wood and Cloth are suseptible to catching fire (until level 8)
> - **Damage Resistances** Nonmagical Damage (gained at level 8)
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
> - **Senses** None (Unless linked with your own)
> - **Languages** Cant speak on it's own
> - **Challenge** (PC)
> ___
>
> ### Puppet Stats
> Puppets physical stats are determined by your charisma modifier, except for your puppet's INT and WIS is your own stats because your puppet doesn't have a mind of it's own.
##### Size/Weight/Material
* Material and the Weight determine the Puppet's maximum Size.
* Size determines the object's HP.
* The Material Determines AC.
* If you mix 2 or more materials you take the "Average" AC value between the materials provided. (Example: Wood/Stone Puppet AC is 16)
##### Feats and Features
You are able to use any Feats or any attack based class Features through your Created Puppets.
### Basic Object statistics
Your own Created Puppets have their own statistics. These are based around *Substance*, *Size*, *Quality*, *Theming* and *Puppet attack*.
| Substance | Armor Class |
|:----------:|:-----:|
| Cloth, Paper, Rope | 11 |
| Leather | 12 |
| Crystal, Glass, Ice | 13 |
| Wood, Bone | 15 |
| Stone | 17 |
| Iron, Steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
| Size | Fragile | Resilient | Reinforced|
|:---------:|:-----:|:-------:|:-------:|
| Tiny (Bottle or Lock) | 2(1d4) | 5(2d4) | 10(4d4) |
| Small ( a Lute or Chest) | 3 (1d6) | 10 (3d6) | 21(6d6) |
| Medium (Barrel or Chandelier) | 4 (1d8) | 18 (4d8) | 36(8d8) |
| Large (a 10ft by 10ft Window or a Cart) | 5(1D10) | 27(5d10) | 65(10d10) |
| Huge (15ft by 15ft Window or a Boulder) | 6(1D12) | 44(6d12) | 84(12d12) |
| Material> | Cloth | Leather | Wood | Metal |
|:----------:|:-------:|:----------:|:-------:|:----------:|
| (Size) at 25lbs | Medium | Medium | Small | Small |
| (Size) at 50lbs | Large | Medium | Medium | Small |
| (Size) at 75lbs | Large | Large | Medium | Medium |
| (Size) at 100lbs | Huge | Large | Large | Medium |
| Puppet Attack | Damage |
|:----------:|:-----:|
| Unarmed | 1d4 |
| Weapon | Same Die as weapon normally (Player must be proficient with the weapon to add any modifiers) |
| Improvised | Some Puppets have weapons built in to them. (DM Discretion) |
> ##### Spells Targeting your Puppet.
> Puppets are considered Constructs/Objects when targeted by any Spell.
\pagebreakNum
# Theming the Puppet
### Giving character
When making a puppet you choose it's appearance. You can give Puppets unique traits by **Theming** them.
Each themed Puppet gives their set of *proficiency* and *ability scores* improvements. There are 4 versions to choose from:
___
> ## Soldier Puppet
>*Alignment (given by soul)*
> ___
> - **Armor Class:** (*Given Substance*)
> - **Hit Points:** (*Size* & *Quality* - hit dice + CON)
> - **Speed:** 25ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Str 14 (+2)|Dex 11 (+0)|Con 14 (+2)|Int 8 (-1)|Wis 11 (+0)| Cha (PC) |
>___
> - **Proficiency modifier:** *(Character's PB)*
> - **Proficiency (Weapons):** Simple Weapons, Martial Weapons
> - **Proficiency (Armor):** All Armor, Shields
> - **Saving Throws** Strength & Charisma
> - **Skills** Athletics, Performance
> - **Damage Vulnerabilities** Substances Wood and Cloth are susceptible to catching fire
> - **Damage Resistances** Nonmagical Damage (gained at level 9)
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
> - **Senses** None (Unless linked with your own)
> - **Languages** Common, Character's languages & 1 given by their forebearer *(You can't understand this language but they can)*
> ___
>
>
>
>
>
\columnbreak
___
> ## Ranger Puppet
>*Alignment (given by soul)*
> ___
> - **Armor Class:** (*Given Substance*)
> - **Hit Points:** (*Size* & *Quality* - hit dice + CON)
> - **Speed:** 30ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Str 10 (+0)|Dex 12 (+1)|Con 9 (-1)|Int 8 (-1)|Wis 14 (+2)|Cha (PC) |
>___
> - **Proficiency modifier:** *(Character's PB)*
> - **Proficiency:** Simple weapons, Martial weapons (only ranged), Shortswords
> - **Saving Throws** Dexterity & Charisma
> - **Skills** Stealth, Performance
> - **Damage Vulnerabilities** Substances Wood and Cloth are susceptible to catching fire
> - **Damage Resistances** Nonmagical Damage (gained at level 9)
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
> - **Senses** None (Unless linked with your own)
> - **Languages** Common, Character's languages & 1 given by their forebearer *(You can't understand this language but they can)*
> ___
>
>
>
>
>
\pagebreakNum
___
> ## Wizard Puppet
>*Alignment (given by soul), forebearer must be a spellcaster*
> ___
> - **Armor Class:** (*Given Substance*)
> - **Hit Points:** (*Size* & *Quality* - hit dice + CON)
> - **Speed:** 30ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Str 9 (-1)|Dex 11 (+1)|Con 8 (-1)|Int 14 (+2)|Wis 11 (+0)|Cha (PC) |
>___
> - **Proficiency modifier:** *(Character's PB)*
> - **Proficiency:** Daggers, Quarterstaffs, Darts, Slings
> - **Saving Throws** Intelligence & Charisma
> - **Skills** Arcana, Performance
> - **Damage Vulnerabilities** Substances Wood and Cloth are susceptible to catching fire
> - **Damage Resistances** Nonmagical Damage (gained at level 9)
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
> - **Senses** None (Unless linked with your own)
> - **Languages** Common, Character's languages & 1 given by their forebearer *(You can't understand this language but they can)*
> ___
>
> ### Traits
> **Cantrip:** This puppet knows 1 Cantrip from from the Forebearers spell list, or 1 cantrip from the Puppeteer spell list. It can cast the Cantrip three times a day.
>
> **1st Level Spell:** The puppet knows one 1st level spell from the Forebearers spell list, or one 1st level spell from the Puppeteer spell list.
It can cast this spell once a day.
___
> ## Performer Puppet
>*Alignment (given by soul)*
> ___
> - **Armor Class:** (*Given Substance*)
> - **Hit Points:** (*Size* & *Quality* - hit dice + CON)
> - **Speed:** 25ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Str 12 (+1)|Dex 14 (+2)|Con 10 (+0)|Int 8 (-1)|Wis 11 (+0)|Cha (PC) |
>___
> - **Proficiency modifier:** *(Character's PB)*
> - **Proficiency:** Simple Weapons, Whips, Hand crossbows
> - **Saving Throws** Strength & Charisma
> - **Skills** Acrobatics, Sleight of Hand, Performance
> - **Damage Vulnerabilities** Substances Wood and Cloth are susceptible to catching fire
> - **Damage Resistances** Nonmagical Damage (gained at level 9)
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
> - **Senses** None (Unless linked with your own)
> - **Languages** Common, Character's languages & 1 given by their forebearer *(You can't understand this language but they can)*
> ---
> ### Traits
> **Evasion:** If the Performer Puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
>
>
\pagebreakNum
# Energizing the Puppet
### Requiring energy
To bring the Puppets to live you have to enhance the Puppet with unique energy. This energy can be brought in in any given state. In our case we use the soul of a dead creature (also known as a *Forebearer*) to power our Puppets. We apply magic to *Soul Transfer* the Soul to our puppet.
The creature needs to roll a Charisma saving throw against your **Soul Transfer DC**.
If it fails, the Soul is being pulled by your strings to your Puppet. And the transfer is completed after 1 minute. If it succeeds, you fail to pull him and he becomes immune to this process.
Once pulled in, the creature is willing to serve under your command, and cannot be charmed by others.
**Soul Transfer DC** = 8 + your proficiency bonus +
your Charisma modifier
> ##### Roleplaying
> The death of a creature can sometimes not be the end for their Soul. The DM can force/allow you to interact with the Soul in order to make the *Soul Transfer* willingly. Other ways are to give the Soul advantage or disadvantage after you spoken to it.
##### The Consequences (DM Discretion)
Conducting a *Soul Transfer* is not a wide known process. This fine work of art isn't perfected by even the best Marionette Masters. The created Puppets can bear some or even all behaviors & morals of their Forebearers. This can lead to their voice and behavior characterized by their Soul.
(For instance, this means that making a Chaotic Evil Lich into a Wizard Puppet can let it behave as a mix between a Lich & cute Wizard toy.)
\pagebreakNum
##### Cantrips (0 Level)
- Encode Thoughts
- Dancing Lights
- Friends
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Produce Flame
- Shape Water
- Thaumaturgy
- Vicious Mockery
##### 1st Level
- Absorb Elements
- Bane
- Bless
- Cause Fear
- Charm Person
- Color spray
- Command
- Dissonant Whispers
- Disguise Self
- Distort Value
- Faerie Fire
- Healing Word
- Heroism
- Hex
- Longstrider
- Shield
- Silent Image
- Silvery Barbs
- Sleep
- Tasha's Hideous Laughter
##### 2nd Level
- Alter Self
- Blindness/Deafness
- Blur
- Calm Emotions
- Crown of Madness
- Detect Toughts
- Enthrall
- Heat Metal
- Hold Person
- Invisibility
- Mirror Image
- Misty Step
- Nathair's Mischief
- Nystul’s Magic Aura
- Pass without a trace
- Phantasmal Force
\columnbreak
- Pyrotechnics
- Rope Trick
- Suggestion
- Warding Bond
##### 3rd Level
- Bestow Curse
- Blink
- Catnap
- Dispel Magic
- Enemies Abound
- Fast Friends
- Fear
- Haste
- Hypnotic Pattern
- Leomund's Tiny Hut
- Major Image
- Mass Healing Word
- Motivational Speech
- Phantom Steed
- Sending
- Slow
- Tongues
- Vampiric Touch
##### 4th Level
- Arcane Eye
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Dominate Beast
- Fabricate
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Phantasmal Killer
- Polymorph
- Shadow of Moil
- Stone Shape
##### 5th Level
- Animate Object
- Awaken
- Dominate Person
- Dream
- Far Step
- Geas
- Hold Monster
- Mislead
- Modify Memory
- Rary's Telepathic Bond
- Scrying
- Seeming
\columnbreak
- Skill Empowerement
- Synaptic Static
- Telekinesis
##### 6th Level
- Disintegrate
- Flesh to Stone
- Forbiddance
- Heal
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Magic Jar
- Mass Suggestion
- Mental Prison
- Otto's Irresistible Dance
- Programmed Illusion
##### 7th Level
- Crown of Stars
- Etherealness
- Forcecage
- Mirage Arcane
- Mordenkainen's Magnificent Mansion
- Prismatic Spray
- Project Image
- Regenerate
- Resurrection
- Symbol
- Teleport
\columnbreak
##### 8th Level
- Antipathy/Sympathy
- Dominate Monster
- Feeblemind
- Glibness
- Illusory Dragon
- Maddening Darkness
- Mind Blank
##### 9th Level
- Mass Heal
- Psychic Scream
- Weird
- Wish
\pagebreak
##### Disclaimer
| *I did not create any of the artwork myself*
|:---:|
| *Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.* |
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